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#1 Nov 08 2004 at 3:22 PM Rating: Decent
I know EQ is all about grouping. I respect that. However I am about 50/50 on, nights I want to group & nights I want to solo.

Any beta players out there willing to give me a "ranking" of the top 5 solo classes?

Thanks
#2 Nov 08 2004 at 3:36 PM Rating: Decent
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3,293 posts
I would recommend playing what you will like, not what solos the best. As stated from SOE All classes will be able to solo.
#3 Nov 08 2004 at 3:47 PM Rating: Decent
38 posts
I've played all the classes up through at least 15. They all solo very well. The characters are all alot tougher than they were in EQ. The fights are alot quicker and Heric options cut dowm on power usage. So pick what you want.
#4 Nov 08 2004 at 4:02 PM Rating: Good
There was a post on beta boards where someone was declaring that clerics were overpowered because a friend supposedly could solo (or saw someone solo, can't remember which) 3 very difficult mobs at once. Of course, the posts after that all declared how ridiculous it was. Clerics are not overpowered, and the "friend" was full of crap. I use this as an example to show that even the class you wouldn't figure could solo at all...is even able to bring up posts complaining they are overpowered.

The lesson? Pick whatever class you like, they can all solo hehe.
#5 Nov 08 2004 at 4:56 PM Rating: Decent
There's supposed to be enough solo content to go up to lvl 50. All classes can solo, and unlike EQ1, having your main stat maxed out probably isn't the best strategy. Sounds to me from what I've heard is that having a nice balance of stats is actually preferred.

Hmm... who would have thought playing humans could be popular? (all 20 stats) hehe

Course.... for me... ***** that! I am going with an Iksar mage! LOL. But at least one of my chars will be human.
#6 Nov 08 2004 at 5:11 PM Rating: Decent
Well I am guessing if there is an INT stat and INT = mana. then more int the better for casters just like EQ 1
#7 Nov 08 2004 at 5:14 PM Rating: Decent
After 3 other character starts I ended up with a Kerran Druid as my favorite. I LOVED his night vision. BTW: In case you have not heard yet. The druids do get SOW but it is barely enough to notice. We do not get bothered for it all the time.

#8 Nov 08 2004 at 5:17 PM Rating: Decent
42 posts
Druids,Shamans get sow, All scouts get pathfinding(which is also a group buff). Pathfinding is better in my opinion as far as usefulness. Doeesn't matter in the end though, as all buffs fade unless your grouped with the person who provided them.
#9 Nov 08 2004 at 5:58 PM Rating: Decent
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51 posts
Soloing is much different in EQ2 than it is in EQ1. Mobs in EQ2 are either flagged as Solo or Group in their description when you target them. Anyone should be able to solo a mob that's intended as solo material, just depends on that person's level and abilities. Group mobs are much harder to solo and many will never be soloable and still give experience. Single Mobs that are flagged as Group material either have a very high DPS output or tons of extra hit points for their level. Other Group Intended mobs generally come in groups of 3 to 6+. While they may not be anymore tougher than a solo mob individually, their numbers easily make up for that. Getting hit by 3 at once vs. just 1 is a big difference.

The old EQ1 tactics are either unfeasable or non-existant as well. If you attack one mob that's part of a larger group, all mobs that are part of that group will come after you. You can't pacify mobs nearby to get around this, an attack on one agro's them all. You can't feign death split them either, again if one is agro'd, all mobs linked to it will come regardless. Snare spells exist, but their durations are very short and quickly become mana inefficient. Root spells are more unreliable than in EQ1 and tend to break more frequently. Anytime a spell lands on a mob, it can break root spells on that mob regardless of whether it does damage or not. Kiting is supposedly impossible, but some people have claimed to pull it off thru certain combinations. If it ends up being reliable, however, expect it to be whacked hard with the nerf bat. Having pets tank didn't prove to be very reliable either. Pets are considerably weaker and designed mostly as DPS support over having any ability to take blows while a caster nukes from afar.

All and all, don't expect to be soloing big bad red mobs meant for full groups like you might in EQ1. SoE made a very big effort in making sure there's no "super power" classes that can solo much better than another class. This isn't to say it won't happen or someone won't find some clever way to over-power themselves, only that SoE has done its best to prevent it from happening.
#10 Nov 08 2004 at 6:16 PM Rating: Decent
But as in all games you are trying to solo them with out good and even uber gear on. on release sure you cant solo them, do u think a lvl 12 could solo Crush in EQ1 on release? not a chance. but now a lvl 12 with gear can pwn him. once the gear flows the mobs will be easier. even thou gear is lvl required each lvl still has good gear for it. and once that happens those mobs will get weaker.
#11 Nov 08 2004 at 8:16 PM Rating: Decent
if you can solo up until lvl 50 does anyone know of a lvl cap? and how much xp would i lose when i die?
#12 Nov 08 2004 at 8:43 PM Rating: Decent
42 posts
Your not going to be able to solo to lev 50. At least not without it taking 5x as long as those who group on a semi regular basis.
#13 Nov 08 2004 at 8:44 PM Rating: Decent
yeah i didnt plan to solo all the way to 50 but i love having the option
#14 Nov 08 2004 at 9:21 PM Rating: Decent
I ran a predator, shaman and sorcerer up to levels 11, 14 and 12 respectively during beta. I spent most but not all of my time solo . Each class was a lot of fun to play solo and with a group. You can have a lot of sucess solo if you learn how to use your heroic option wheel (HO for short). SOE has changed how it works during the beta a few times and this is based on how it was working on Nov 6.

You can invoke the HO wheel by using a 0 cost, 0 casting time spell. I would typically initiate combat with an attack or spell, hit the HO button and then try to finish up a combo and try it again. Depending on which option the wheel generated, you could get an attack or spell landing 2x-3x damage in addition to the normal spell. This extra DPS is huge at the early levels and makes all the difference when you are solo. The HO works in a groups too but everyone must work together to make it work. It takes a bit of practice.

During the beta, most people thought the classes that could heal themselves were better for solo. I found healing class DPS to be lower than the scout and the mage and therefore they needed the healing.

While playing the predator, if I used the sneak and a got a good backstab in to start out combat, I never had any trouble with the mob. My scout was duel wielding some daggers and was hitting for 7-12 points during normal combat, around 20 on some special moves, but my best backstab would hit for 70+ to start out combat and it hit for 89 points one time. You _really_ don't want the predator class getting behind you.

For my sorcerer, I skipped the mage/pet route and went with pure offense. My Euridite had plenty of mana so I took the stamina option whenever I had a choice because the hit points don't last as long as the mana. Now this class was able to deal with groups of two by rooting one (and only rooting it) and attacking the other mob. In my experience, the root never broke before expiration unless the mobs was damaged. At level 12, I received a choice of specializing against gnoll or orcs. Since I was in Qeynos, I took gnolls and I received an anti-gnoll spell. When i was able to use it as part of the HO cycle, it crashed into the gnoll for 105 points. Needless to say, I was very pleased and the gnoll shaman was very dead.

Summary.
All three classes solo well. For me, the mage-->sorcerer route leveled up the quickest, followed by the predator and then the shaman. HOWEVER, my shaman could solo the tougher mobs than either the predator or sorcerer but the downtime wasn't worth it. As far as I could tell, the classes were very well balanced. Try them out, enjoy it, don't worry about finding a solution yet, there isn't one so have fun.

#15 Nov 08 2004 at 9:36 PM Rating: Decent
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104 posts
Quote:
All three classes solo well. For me, the mage-->sorcerer route leveled up the quickest, followed by the predator and then the shaman. HOWEVER, my shaman could solo the tougher mobs than either the predator or sorcerer but the downtime wasn't worth it. As far as I could tell, the classes were very well balanced. Try them out, enjoy it, don't worry about finding a solution yet, there isn't one so have fun.


I have to agree with this one, although my highest was a cleric. The one other factor is traps. Scouts get sneak and the ability to open traps... which may give them an advantage when it comes to soloing.
#16 Nov 08 2004 at 9:44 PM Rating: Decent
I have a question about group tagged mobs. Lets say you are a lvl 20 and see a group mob in a area. You go back at lvl 40 will that same mob be tagged as group or will it be tagged as solo since you are a much higher lvl now.
#17 Nov 08 2004 at 10:25 PM Rating: Decent
It will be tagged as group still, but you won't get any exp for killing it.
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